Creatures and how to beat them

The Cyclops, Bug Queen, Karakoncolos, Al Karısı, Shahmaran and Börü Ata: what they do and how to deal with them.

Every creature has escaped from a tale and each has its own game. The general rules (the ring, the red zone, tiredness, all together) are on the Raids page; here is what makes each creature different.

The Cyclops · Basat and the Cyclops · Cyclops' Valley

The one-eyed giant born of a shepherd and a fairy maiden. Because of his fairy mother's ring, arrows and swords can't harm his skin; his life is in his one eye. He sleeps in the valley and wakes when a raid starts.

What it does: strikes the ground and tires anyone left in the red zone; rages when its health drops to half.

How to beat it: Archers aim for the eye from afar, Axemen hit up close, Smiths shield, Healers get the tired back up. In the all-together moment, everyone presses 3. The reward is the "Tepegöz'ü Yenen" (Cyclops Slayer) title.

The Bug Queen · Side event · square (bug raid)

The Highland's own pest. She comes to avenge those who squashed her young; a swarm of spiders and beetles comes first.

What it does: heals while her young are still on the square; with many young, her health refills every few seconds.

How to beat it: squash the young first; let some squash while the rest hit the Bug Queen. Her health won't melt away until the young thin out.

Karakoncolos · The Winter Night · square (night raid)

The night terror who knocks on doors in the dead of winter, calls your name and leads you astray. He comes with a swarm of ghosts and jinn.

What it does: every so often melts into the dark; then only hits from people standing in the light of a lantern or a burning hearth land. Support skills and the all-together moment still work in the dark.

How to beat it: when the dark falls, run to the lanterns; a flaming or blazing hearth is light too. Talking on the square before the raid to light the hearth makes it easier.

Al Karısı · The Winter Night · square (night raid)

A night creature who takes on a familiar face to deceive.

What it does: every so often appears in three places at once; two are fakes. Hitting a fake scatters it, but the hit is wasted. An Archer's arrow may also fly to one of the remaining fakes.

How to beat it: split up across the three spots; hit the one near you, and once the fakes scatter, pile on the real one. While fakes remain, shooting from afar is a gamble; hitting up close is safer.

Shahmaran · Shahmaran's Secret · square (bug raid)

The queen of serpents, half woman, half snake. She is not wicked, only wounded: her secret was betrayed once.

What it does: leaves poison where she strikes; it stays on the ground for a while and tires anyone standing in it.

How to beat it: when leaving the red zone, don't step into poisoned ground; walk around it until it fades. Healers are precious here. When her epic opens, a kept promise will matter more than the sword; listen to Kam Ana.

Börü Ata · Ergenekon · square (wolf raid)

The grey wolf who showed the way out of Ergenekon. Not an enemy, a tester: he measures the strength of the tribes. He comes with a pack of wolves.

What it does: charges along a lane instead of a circle; anyone left in the red lane is knocked down and tired.

How to beat it: step aside when the lane turns red; don't stand in his row. Hit him from the side, not the front. Seeing someone stand firm, he howls and shows the way.

Swarms

A creature's swarm comes first; click, walk over, squash. Bug raids bring spiders and beetles, night raids ghosts and jinn, wolf raids grey wolves. After the creature arrives, the remaining swarm become its young.

Spider

Click, walk over and squash. Every one you squash counts as effort.

Beetle

Click, walk over and squash. Every one you squash counts as effort.

Ghost

Click, walk over and squash. Every one you squash counts as effort.

Jinn

Click, walk over and squash. Every one you squash counts as effort.

Grey wolf

Click, walk over and squash. Every one you squash counts as effort.

Which path shines where?

  • The Cyclops: Archer (the eye), Smith (the shield).
  • The Bug Queen: everyone on the young first; Axemen hit hard up close.
  • Karakoncolos: Axemen and Archers by the lanterns and the hearth; Bard morale works in the dark too.
  • Al Karısı: hits up close; Archers once the fakes scatter.
  • Shahmaran: Healer (gets those tired by poison back up).
  • Börü Ata: Shepherd (delays the charge), everyone out of the lane.

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